Colonial Redistribution
Elect Non-Home Planet Other Than Mecatol Rex Destroy each unit on the elected planet. Then, the player who controls that planet chooses 1 player with the fewest victory points; that player may place 1 infantry from their reinforcements on that planet.This is just a preview.This version is not currently in your build – your build uses the version.
Directive
Elect Non-Home Planet Other Than Mecatol Rex
:
Destroy each unit on the elected planet. Then, the player who controls that planet chooses 1 player with the fewest victory points; that player may place 1 infantry from their reinforcements on that planet.
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ClarificationsSelect rulings confidence level
- If the player that originally controlled the elected planet has the fewest victory points, they may choose themselves to place an infantry on that planet.
Nothing here at this confidence level – move the slider above to see less certain rulings.
Interactions
- If the elected planet has the Demilitarized Zone exploration card attached, no infantry will be placed on it. Control of the planet will remain with the original player.
- If the elected planet has the Demilitarized Zone exploration card attached, no infantry will be placed on it. Control of the planet will remain with the original player.
- Scoring Drive the Debate immediately before the Colonial Redistribution agenda is resolved may change who can be chosen to place the infantry on the elected planet.
- Ghost Squad cannot be played in response to Colonial Redistribution agenda.
- Ghost Squad cannot be played in response to Colonial Redistribution agenda.
Nothing here at this confidence level – move the slider above to see less certain rulings.
Sources
LRR: Living Rules Referencetirules2: tirules2.comCommunity: TI4 Online Discord, TI4 Homebrew Hub Discord